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What is New Calibers?:New Calibers is primarily an ammunition database of sorts. It adds a large amount of new types of ammo to the game, everything from the humble 9mm Luger to the large .500 Nitro!

New Calibers also is a weapon mod database. It adds a large selection of mods for the vanilla firearms. It also uses a set of new keywords to do this so simply adding the proper ma_ to a custom weapon (along with the attach point from AWCKR) gives it the full set of mods to access. In addition it adds a bunch more keywords and mods intended to be used by custom weapons. For example, the ma_9Pistol is intended for 9mm handguns to use. See the section called "weapon mods" for the full list!-- Misc mod items will be in a separate plugin due to possible lack of realism transferring a mod from one kind of gun to a different one (coming soon)

It also adds a two new guns from re-purposed vanilla assets. The PPK and the PSL Rifle.

Install Notes:- For newcomers there are no concerns, just put into data file manually or use NMM, doesn't matter.- For those upgrading (prior to v3.06), you will lose any pipe bolt-action caliber mods you may have (as they now use the same item as the hunting rifle and those mods no longer esxist). Don't worry I added one to my game, made the change and loaded it just fine. The gun will be intact except for any swapped caliber.

Current Projects:Here I will try to list my current works in progress (no particular order)- The patch collection for this page- ammo crafting (will be separate mod page) - based on actual handloading, not just bits of junk shoved together

Change Log:v3.07.1-Typo Fixes

v3.07-Fix Minigun from Concord Museum Roof not giving correct ammo.--Miniguns no longer have modcol's on their object template as a result, so they will not spawn with any caliber swap mods. Already spawned guns unaffected.-Fix 10mm Pistols in Vault 111 (some times spawn with Caliber Swap Mods)-6 New Rounds:--8mm Lebel--.408 CheyTac--7.5x54mm French--8x56mm Rimmed Mannlicher--.45 Schofield--.44 AutoMag-Adjusted modcol level minimums so pipe guns won't spawn with rifle rounds until later in the game, along with a few adjustments on most every other list.-Add Leveled List Script for Adding all ammo in.-Fix missing recipes for conversion kit - .338, 5.7mm and barrel set - 5.7mm-Change recipes for vanilla receiver ammo swaps to give my mods instead - effectively removing the vanilla swaps from game. They will not be deleted so if you have a gun with one - or it already spawned they will still have the mod. Done for balance reasons.-Damage Balancing.-Added new texture for the 5.45x39mm ammo box. More to come later.

v3.06 BETA- Adds 17 New Rounds - some were suggestions, others were not.-- 7.7x58mm Arisaka-- 6.5x50mm Arisaka-- 6.5x52mm Carcano-- .500 Nitro Express-- .500 Smith and Wesson-- .38 Super-- .327 Magnum-- .32-20 Winchester-- .35 Remington-- 8x22mm Nambu-- 7x57mm Mauser -- 7.65x53mm Argentine Mauser Rounds-- .458 Winchester Magnum-- .458 SOCOM-- .300 Winchester Magnum-- .460 Rowland-- .475 Wildey Magnum- Fixes issues:-- Accidendental deletion of the damage boost for the .454 Casull in the Pipe Revolver -- Damage too low on .357 Magnum mod for .44 Pistol- Adjusts 5.45 damage up slightly- Crafting recipes for Barrel Sets/Conversion Kits (let me know if i forgot any)- Created two new(ish) weapons:-- Made a PPK - lower powered Deliverer (renames Deliverer to 'Agent's PPK') - uses same mods-- PSL Rifle - uses Nuka World's AK models and defaults to 7.62x54mm Rimmed--- Weapons will be added to leveled lists via script and spawn in Commonwealth, Far Harbor, and Nuka World- Nuka World Support:The 762 DLC ammo will replace the original modded ammo, the ammo will still technically exist, but its been renamed and should no longer spawn or be used in attachments (called 7.62x39mm OLD so you know which is which).-- Sets up mods for the 'Handmade Rifle'-This update also lays the groundwork for script supported custom weapons.--This update adds in the new ma_ keywords I need for this so that a script supported weapon can have caliber mods available.--- I won't be able to add these scripts this release, but its going to be the focus of the next release to add them in.

v3.05 BETA- Added Keyword dn_hasreceiver_converted to all mods - this should help with LOADS issues some have reported.- modified attributes for Pipe Revolver mods - they were not hit with the last balance pass.

v3.04 BETA- Second Balance pass. Tuned down all values.- .32 ACP mod for SMG is removed due to it causing strange damage spikes, will be remade later

v3.02 BETA-Total Re-balance of all weapon mods (based on information and calculations provided by Gambit77, with some minor adjustments)--Somethings are more powerful, some are less powerful. Only 'default' ammo mods stay the same since they make no attribute changes.-Re-chambers will require Gun Nut 1 or 2 based on difficulty of making that conversion. (How machined/complicated the firearm is - pipe weapons are easy, combat rifles not so much)-Fixed Descriptions for Marlin .38 Special and .45 Long Colt-.44 Magnum is now called Model 29

v2.2-9x39mm (Spetsnaz Rifle Patch by ShawnPhillips)-7.62x51mm NATO-Also, vanilla ammunition is renamed the names are basically just expanded to be consistent (i.e. 5.56 - 5.56x45mm NATO).---The .38 is now a .32 Automatic Colt Pistol (.32 ACP as the short name). And Deliverer is renamed PPK and set to the .32--- 5mm is now FN 5.7x28mm because no real reason I just decided to do it that way.

v2.0-The Glorious Soviet Union has supplied new ammo and brought much Vodka for you (I drank all the Vodka though...)---5.45x39mm (Check out my patch for the Kalash)---7.62x54mm Rimmed---7.62x25mm Tokarev---9x18mm Makarov-Also included--.30 Carbine--.357 Magnum (Check out my Coonan 1911 mod!)--.357 Super Magnum because yes they exist and why not am I right?--.38 Special--.223 Remington--.40 Smith and Wesson

v1.6-'Merica's greatest generation makes a comeback with the venerable Thirty Aught Six! (.30-06)- .45 Long Colt--Also fixed .50 AE, .454 Casull, .45-70, and .338 Lapua not being in all the leveled lists they needed to be in

v1.5-.338 Lapua-.50 AE-.454 Casull -.45-70-8mm Mauser-7.5x55mm Swiss

V1.0-9mm Luger-7.62x39mm

New Calibers will be added based on what I feel needs to be added as well as based on input from the community. No energy weapons or fictional rounds, sorry.

Special Thanks:The guys at FO4Edit for their awesome tool, cannot overstate it's usefulnessGambit77 and the rest of the WSE team for including me in their mod. DeviousMeth0ds For letting me use his custom Mesh/Texture/MaterialsShawnPhillips for making patches and posting themff7cloudstrife His M9 kinda inspired me to do thisZunaSW for the AK-47 and SVDstabcops for his guns (he goes by DOOMBASED now).The guys who made CaliberX for additional inspiration.The nexus mods crew for providing this web siteThe guys and gals at Bethesda for an awesome, mod-able gameGodd HowardJoss Whedon for making Firefly even though it really has nothing to do with this mod at all.ALL MY SUPPORTERS AND THOSE OF YOU WHO HAVE GIVEN ME IDEAS AND HELPED OUT! YOU GUYS ARE THE BEST!